od way to do this?
>
> Regards,
> Krzysztof Lesiak
>
>
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> Betreff: Re: [hlcoders] Dedicated servers not connectable at all,
>> listenservers are not registered with the master servers
>>
>>
>>
>> Your firewall is open?
>>
>> Your router is forwarding the correct ports?
>&g
ist preferences, or view the list archives,
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re speaking (or some similar average value)
>>>>>> and
>>>>>> I'd like to be able to keep a list updated with which players are
>>>>>> speaking.
>&
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is the same as in VS2010...
> I must say that I didn't bother trying to get the 2012 Toolset to work as
> I've heard about many incompatibilities with Source.
>
> - Neico
>
> On 26.11.2012 19:14:09 GMT+0100, Michael Kramer
>
> wrote:
>
> Has anyone been abl
Has anyone been able to compile the SDK in Visual Studio 2012? I need to
purchase Visual Studio Professional, and the newest (2012) is the cheapest
at $500, but isn't worth it if I can't get the SDK to compile with it.
Thanks,
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d to re-install Maya and SDK, and
> did the same on another machine but all with the same results.
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from gamemovement
>>> (CMoveData)
>>> postthink (run animstate)
>>>
>>> the client-side is slightly different for networked players, but the
>>> local player runs the same process (more or less, through CPrediction
>>> instead of PlayerRunComm
layerRunCommand.
>
> and note, that it doesn't happen precisely in that order for every
> command, as the client will run and transmit input/CUserCmd as fast as it
> can.
>
> Gamemovement is where you should be handling your "barrel roll"; why that
> it's not
27 PM, Psy_Commando wrote:
> The animstates override player angles, if I remember correctly. You may
> want to check it out.
>
> On Fri, Aug 17, 2012 at 1:05 PM, Michael Kramer <
> gameexpertmas...@gmail.com> wrote:
>
>> I've been trying for the past few days to i
I've been trying for the past few days to implement a "barrel roll"
function, by applying a transform on the player angles, but no matter what
I do, the angles never seem to update.
I've tried implementing it in several places, including gamemovement.cpp,
and even setting the player angles to all
oftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
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>>
a hill. Odd.
So I want to tackle this assert first, and see if the fact that
m_iv_AnimOverlay being empty is part of the issue.
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*
he issue first
>> arose.
>>
>> ** **
>>
>> To be frank, considering support for the Source SDK codebases is sparce
>> in terms of frequency, you'll just have to deal with the problem. A
>> terrible way that I resolved the issue with my mod was to simply
;>>>>>>>>>>>> and in
>>>>>>>>>>>>>> >> >>>> singleplayer.
>>>>>>>>>>>>>> >> >>>> I disabled this code in cbaseentity_shared :
>>>>&
08 PM, Nick wrote:
> drawing the model first?
>
> On Fri, Mar 16, 2012 at 1:53 PM, Michael Kramer wrote:
>
>> I have a floating VGUI Panel that follows a given entity, it seems to
>> allow brush geometry through it, and other models. But the model of the
>> en
23 AM, Saul Rennison wrote:
> Can I ask why it failed? You should be able to send an array of handles no
> problem.
>
> On Tuesday, March 20, 2012, Michael Kramer
> wrote:
> > Is it possible to send an array of entities to the client?
> > I tried creating an array of EHand
Is it possible to send an array of entities to the client?
I tried creating an array of EHandle, but assigning the slots proved
impossible. Is there a better way to send an array of entities to the
client side?
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solid, and obviously it is transparent on the
bg. I'm just wondering if anyone has run across this before, and if so what
they might have done to fix it.
Thanks,
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cision
but faster performance if it becomes an issue.
On Thu, Mar 8, 2012 at 11:56 PM, Michael Kramer wrote:
> That makes sense, I guess I'd just need to have it look continually at the
> next 3 points along the track and graph the curve between the entities, and
> I'll just need
; https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
> _______
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This is kind of an abstract programming question, but I can't find anything
online that is what I'm looking for.
I'm building an entity somewhat like the path_track, but it needs to allow
for hills and turns (think of a rollercoaster), and the items I want to
follow the track.
I've been scratchin
;>> *Pro-Tip*: Don't Post here when you're High.
>>> You make no sense 100% of the time.
>>>
>>> -Tony
>>>
>>>
>
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18, 2011 at 11:13 PM, Michael Kramer <
> gameexpertmas...@gmail.com> wrote:
>
>> When I drew a beam for one of my weapons I used the following:
>>
>> pBeam->PointEntInit( endPos, this );
>> pBeam->SetEndAttachment( 1 );
>> pBeam->SetWidth( widt
When I drew a beam for one of my weapons I used the following:
pBeam->PointEntInit( endPos, this );
pBeam->SetEndAttachment( 1 );
pBeam->SetWidth( width / 4.0f );
pBeam->SetEndWidth( width );
However this was serverside code, But I did then have it also spark on the
muzzle, so I did:
CBaseViewMod
I use it :)
On Mon, May 9, 2011 at 6:03 PM, Trevor 'Drak' wrote:
> Is the coders mailing forum still active?
>
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because the model compiler
didn't like my custom collision model and replaced it with a super
huge random shape. Result, everything on the map was stuck in the new
model's collision mesh...
On Sun, Mar 20, 2011 at 10:28 PM, Michael Kramer
mailto:gameexpertmas...@gmail.com>>
I looked through the back catalog of hlcoders list emails, but can't seem to
find out why my new NPC just sits there and sparks :)
I created a new NPC from a dummy, and added the follow behavior, and I
notice that everytime I move, and the NPC should follow, it simply sparks
instead. (sparks fly f
I want to start my mod, I used Source when it first came out (2004-2005) and
used it for a year or two, and I'm getting back into it again, but I'm
wondering if I should wait until the 2009 SDK is out? Or the better tools
that are "coming" Or if the coming soon is still just Valve Time, in which
ca
*baseplayer_shared.h* I believe
On Fri, Apr 4, 2008 at 4:45 PM, Kenrick Rilee <[EMAIL PROTECTED]>
wrote:
> Where would I put a variable which I want hl2mp_player,
> c_hl2mp_player.cpp,
> and weapon classes to be able to see?
>
> Thanks,
>
> Kenrick Rilee
>
Is express that much different from pro? I have the pro beta and I got
it to compile debug with no errors
On Nov 26, 2007, at 1:30 PM, Tom Leighton
<[EMAIL PROTECTED]> wrote:
Intellisense has been improved... a LOT.
Apart from that, and the fact it is much more reliable / responsive,
there is
It is 1 player. Not 32. Singleplayer only. But I understand what you
mean.
On Nov 1, 2007, at 7:32 PM, "Jorge Rodriguez" <[EMAIL PROTECTED]> wrote:
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No.
32 players * 256 quests * 256 objectives = 2097152 entries, and the
prop
buffer is prob
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If i make MAX_QUESTS and MAX_OBJECTIVES something really small like 4, it
goes away, which doesn't really help me, because i'm sure i'll be using more
than 4 quests
But something even like 32, makes it give that engine error.
Is there a way I ca
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Both are set to 256
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I'm getting this error when trying to implement my quest system,
My Server Class is setup like
BEGIN_SEND_TABLE_NOBASE( CObjective, DT_Objective )
SendPropString( SENDINFO( m_iszName ) ),
SendPropString( SENDINFO( m_iszDescription ) ),
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Thanks for the help, it was the NPC_TranslateActivity, I didn't have a
ACT_RANGE_ATTACK1 Setup,
And also, the weapon wasn't setup for NPC's either, so i had to do that as
well.
So thanks,
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The Relationship is setup, that is why i'm confused.
But it is completely custom NPC's, no hl2 npc's,
But the relationships are still there.
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ault behavior, and has all the capabilities to attack, but it
just stands in place...and looks at me. And rotates as i walk around it.
Any help would be greatly appreciated.
-Michael Kramer
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I'm not quite up to date on the wiki style, so if someone else would like
to, that would be fine,
basically, i'm an idiot, and messed up on the link configuration for
client_dll
anyway, to get it to work, compile and link in Visual Studio 2008,
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Woot,
Successfully compiled, linked, and running with visual studio 2008, so i
guess you can ignore this now,
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I got it to compile and link...just not run successfully ha,
hmm, i can continue to use 2005, but i haven't used it that much, so i don't
know if it does the same thing that 2008 does,
but 2008 compiles both client and server each on separate core
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http://msdn2.microsoft.com/en-us/vstudio/aa700831.aspx
Vista Only,
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I recently got Visual Studio 2008, which supposedly is very compatible with
visual studio 2005 project files,
I did a new mod from scratch, and started compiling, it compiled fine, but I
got a bunch of link errors,
I fixed the Link errors by add
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Can't you just modify the loading dialog.res set it to be full screen and
add an image based on what map is loading?
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When i run a debug build, and try to run it thorugh steam without
-allowdebug, it does exactly what you are saying, kicks me out, no error
message, nothing, just out.
But if it is a release build...then i have no idea..
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If you compiled under debug, then you need to have them add
-allowdebug
to source sdk base, not just the mod, or compile under release, not debug.
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I believe it checks the bin folder by default place it in
SourceMods/YourMod/bin
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Direct Copy paste from another email with same problem,
>From Yahn at Valve:
Note that the client .dll can request the last worldToScreen from the
engine through the engine->GetWorldToScreenMatrix API. You might have
to do this differently if th
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Vector startPos;
QAngle angles;
GetAttachment( LookupAttachment("muzzle"), startPos, angles );
Run that server side, and replace muzzle with whatever the attachment is
called on the world model.
--
__
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The 3rd person model uses a different skeleton then the viewmodel.
You have to update those animations and the muzzle position there as well.
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It is the script used for compiling models, holds information like scale,
weight, textures, animations, and sounds that are triggered.
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Thanks, worked like a charm.
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I have
#ifdef CLIENT_DLL
#endif
around it, so wouldn't that ensure it is on the client side, therefore the
view model?
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e screen, and not where it should.
Any help would be appreciated.
Thanks - Michael Kramer
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t send a message that is immaturity and illuse of this mailing list will
not be tolerated.
Thanks --=
Michael Kramer
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Do you get that error launching any other source game?
Or even the Source SDK Base itself with no launch options?
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vi
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Try
c:\steam\steam.exe" -applaunch 215 -dev -game
"c:\steam\steamapps\SourceMods\mymod" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9
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Could you guys please continue this outside of the mailing list. It really
detracts from the appeal of the mailing list, and is a waste, and would be
much better handled over regular email.
Thanks-
Kramer
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Why don't you try searching through the examples and files that are already
in the source sdk?
It isn't hard to search for EmitSound() and then look at the page and right
clicking and going to "Goto Declaration" and seeing what header file it is
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qceyes, the eyes are handled by the source engine, they are not part of the
model.
http://developer.valvesoftware.com/wiki/Character_Setup_Overview
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SetThink and SetNextThink are in c_baseentity.h and basentity.h
You can include them simply with cbase.h.
You also need to declare the think functions in a DATADESC as Steve showed.
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Those errors suggest that you have an old version of hltvcamera.h and
hltvcamera.cpp
as well as an old version of glow_overlay,h .
Your sdk is not updating all the files, make sure you aren't running steam
with -beta sdk, or -beta engine. Valida
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Can you post some of the errors you are getting please?
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You're right, we aren't going to get you removed, you just did with your
inappropriate words.
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You are going to need to merge your modifications into the new code, The
easiest way to do this is with the patch file that is floating around
http://tinyurl.com/mjht6
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I had this as well, but now I don't I think it is the MOTD window, look
under sdk_player.cpp and search for PANEL
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vi
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your $body studio is wrong I believe it should be
$body studio "./abc"
no .smd and have a ./ before it.
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opps your idle sequence is also wrong,
$modelname abc/abc.mdl
$cdmaterials models/abc
$staticprop
$scale 1.0
$body studio "./abc"
$sequence idle "abc" fps 1
$collisionmodel "abc.smd" {
$Mass 20
}
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What compiler are you using?
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Well Wouldn't Episode One Shared mean that it is sharing with other
episodes, so to legally use it you would have to own episode 1 2 or 3. Such
as Source Shared, you have to own a source game to get that .gcf
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Thanks Mike
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I believe they are under ths sprites/ folder in hl2mp gcf (under materials)
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Thanks Mike :D
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I made a new map with func_door_rotating, and it works fine.
On another note, it seems im getting random ASSERTS from GameMovement.cpp,
anyone else getting these? After I get the error, the player begins to move
around randomly
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used to always work for me.
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I get this when I try to launch a map from hammer using my mod (app id 215)
http://img137.imageshack.us/img137/3314/errorfw8.jpg
Any ideas what is causing it?
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Same here..debug mode.
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Same thing is happening to me, it opens up I see the game menu, then ding
and vanishes. And my mod is the Mod from Scratch.
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Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be
waiting for Half-Life 4...?
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it is npc_basezombie
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Assuming you are talking about hl2mp, you need to modify the files located
under sourcesdk_content\hl2mp\modelsrc
Look at the male and femle animations as well as the combine sdk
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Like code whys? So that this button fires the left weapon this other button
fires the right? Or just a model that show's to models with an animation
that looks like both are firing?
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I think he wants the background to be a VGUI Panel...no map, just the VGUI
Panel...
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What This Release Has
*
Lots of source code updates from the Episode 1 production code
Hammer, Faceposer, Model Viewer updates
Access to the Ep1 version of the Source Engine binaries
What It Doesn't Have
V
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But it doesn't have HDR.
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Use XRES(width) and YRES(Tall) functions to get the correct numbers,
I don't use the HUD Textures, I use VGUI ImagePanels
All Hud images are scaled from the 640X480 res up.
So let's say at 640X480 you want it to be 64 pixels (you will have to ge
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Just have a bunch of Labels, set them hidden (Visible to 0) and then when a
button is pushed have it trigger something (using inputs from hammer) that
will make the current Label Invisible, and toggle one of the Other Label's
Visible.
--
background image.
This is my concept Hud:
http://img208.imageshack.us/img208/3297/hudlayoutxo4.jpg
As you can see it has a lot of transparent things, and alot of different hud
elements. Just wondering what would be the easiest way to get what I want.
Thanks
-Michael Kramer
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Ok sorry, im just excited...:P
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Can you give us an estimated time on when the SDK Update that includes the
content from Team Fortress 2, Portal, and Episode 2 will be available? I
know after they are released, but how long after?
Thanks-
Michael Kramer
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The Motion blur and Depth of Field won't be coming, it takes 2 seconds to
render each frame on Valve's Computer's. They won't release it until
Hardware can handle it. I just want to get the FacePoser 2 System and Phong
Shading.
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Awesome, Thanks Mike, I'm glad Valve hired some one specificly for this
reason.
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001. John Sheu - Eternal Silence
002. Michael Kramer - Elements
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Check out FacePoser in the SDK.
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coded, I simply
want to have location->SetText(m_iLocation); but seeing as the HUD is on the
client, and the Brush Function is on the client, I don't know how to do
this. And I don't know howto do a send and recieve table...which would
probably be helpful.
Thanks
-M
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Not that I know of. But if you find one let me know :)
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If you want to just modify the texture, then all you need is Photoshop with
the VTF Plugins
If you want to change the model, you will need to use a modeling program
such as XSI or 3DS Max.
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Alright here is what I have:
This is how I have the background for my Health Bar
First off, my health bar has rounded edges, so I have three different
images:
vgui::ImagePanel *healthLeft;
vgui::ImagePanel *healthBg;
vgui::ImagePanel *healthRig
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The way I have been drawing my images on the hud is with:
vgui::ImagePanel *hudBg;
hudBg = vgui::SETUP_PANEL(new vgui::ImagePanel(this, "HealthBg"));
hudBg->SetImage("hud_health_bg");
hudBg->SetSize(this->GetWide(),this->GetTall());
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